Do do do do you have it? GUTS!
Present at 0x180EE:
SMSG 3.11 Jason Andersen & John Schappert 7/7/1994
Complete code for an unused screen featuring a message and photos of the programmers (Boris Remus, Roman Scharnberg, and Christian Gustafsson) can be found at 0x2F88. This screen features the same Mode 7 twisting animation used in the credits sequence.
It can be accessed immediately after powering on the game using Pro Action Replay (PAR) codes 8080D088 8080D1AF. Note that the only way to exit this screen is to turn off the codes and reset the game.
+2 and +3 score displays for the Slam Dunk, Attack, and Spirals events. Regular and Special shots earn 1 and 2 points respectively, which is likely why these are unused.
Gym and Mountain Events
In the sprite set for the Basic Training, Tornado Run, and Aggro Crag events, these unused sprites of the player teetering on a ledge can be found. They can be viewed in place of the standing animation by using Pro Action Replay (PAR) code 97800334.
This animation of the player turning around while sliding on their knees also exists, and can be seen in-game using Pro Action Replay (PAR) codes 97800330 97800483. Normally, the player cannot turn around until coming to a complete stop after sliding on their knees; at this point, they will use the turning while crouching animation instead if Down is still being held.
Completely unseen sprites for a stunt spotter or Mike O'Malley can be found here as well. These can be viewed in-game using Pro Action Replay (PAR) codes 97800330 97800483 7E099004. A similar person appears behind Player 1's goal in the Aerial events, but on the background layer rather than as a sprite. The "Go, go" voice clip in the following section may have been intended to be used in conjunction with the sprites where he is directing the player.
It is important to note that the last 28 frames of this animation cannot be viewed using the codes above due to a flaw in the sprite animation subroutine: When loading the index for the sprite pointer, the processor flags for an 8-bit accumulator and index register are set. The accumulator is left shifted twice, which works just fine until the 65th frame of an animation is reached. Left shifting 0x40 twice should result in 0x100. However, this cannot be expressed in 8 bits, so the result is 0x00. This means the animation prematurely jumps back to its first frame and continues from there until the animation frame counter reaches its maximum, at which point it restarts again. The only animation in the game long enough to be affected by the flaw is this one, which may be the reason why it goes unused.
To hear any of the following sounds in-game at the Viacom New Media logo, use Pro Action Replay (PAR) codes 83AF50?? 80D655??, where "??" is one of the values listed below.
The announcer says only six phrases in-game: "All right!", "Great move", "Nice move", "Awesome!", "Bonus", and "Cool". Ten more go unheard.
|36, 3B||"Got it!"|
Despite being the playable characters, the kids have it even worse, with twelve unused voice clips! Only one low-pitched "oof" sound is used in-game.
Stored with the text for each player's height, weight, and favorite sport are two numeric digits which appear to correspond to their ages. These are never displayed in-game.